Probably Stolen Cyberpunk Shopkeeper Sim Modding Support: Tables, Trainers, and Gaps

Probably Stolen Cyberpunk Shopkeeper Sim shipped with Steam Workshop, a modding API, and mod localization support; this guide separates those from third-party trainers.

Probably Stolen Cyberpunk Shopkeeper Sim modding support is the first thing many new shopkeepers search for once the rent timer starts feeling personal. The game moved 350,000 units in its first 24 hours according to the developers' own October 29, 2026 announcement, and official modding support shipped with 1.0. The October 28 launch announcement confirms Steam Workshop support, a modding API, and mod localization support; Cheat Engine tables and trainer packages are separate unofficial tools.

Does Probably Stolen Cyberpunk Shopkeeper Sim Modding Support Exist Yet?

Yes. The Probably Stolen - Cyberpunk Shopkeeper Sim page on Steam has a compact store feature row, but that row is not the complete modding record. The official 1.0 launch announcement explicitly confirms Steam Workshop support, a modding API, and mod localization support, and the Steam Community hub exposes the Workshop.

The soundtrack remains the paid DLC shown under "Content For This Game." Workshop mods are a separate community channel rather than paid DLC.

That distinction matters because the design invites tinkering: weapons need permits and modifications, water has to be tested and filtered, chemicals run on guarded recipes, and contraband has to be hidden from Security.

What Community Tooling Looks Like Alongside Official Modding

In addition to official Workshop/API support, players use memory editors and trainers. Those tools change values inside a running game rather than representing the whole mod ecosystem.

A 38-Option Cheat Engine Table

The most substantial community project is a Cheat Engine table posted by table maker DhaosCollider on the Fearless Revolution forums. Per that thread, the table was updated October 28, 2026, targets game version 100+, requires Cheat Engine 7.4 or newer, and exposes 38 options.

What it actually touches is broad:

  • Dev Mode, which surfaces item debug information automatically.
  • An Item Editor that reads the data of whatever item you're hovering over.
  • Reputation panels covering faction amount, strength, influence, and report penalties.
  • Network Upgrade, Service, and Phone Client headers for those specific systems.
  • StoreClient values such as client budget, price modifiers, impatience, and whether a customer is a wanted target or an augmented host.

Under the hood, the table reaches into save-style variables like playerCash, rentValue, dayUntilRent, the contraband markup tiers, and augPresence. If you've ever wanted to see how the sausage is priced, that list is a decent map of it.

Trainer Packages Marketed as "Mods"

A separate third-party page distributes what it calls a "Mods v1.0" package for the game. Its instructions mirror Cheat Engine: install a mod engine, search for the game, choose the available mods, then attach to the game process. The same page states that the package includes no anti-cheat bypass and was tested on the Steam version. Treat all of that as a community report from an unofficial source, not a vetted download — and scan anything you install.

Modding Support Snapshot: What's Actually Available

All rows below reflect what the cited pages showed on October 30, 2026 unless a different date is noted.

ElementObserved statusSource and scope
Steam WorkshopSupported in 1.0Official launch announcement / Steam Community Workshop
Official mod tools or SDKModding API and mod localization support announcedOfficial 1.0 launch announcement
Official paid contentSoundtrack listed as paid DLC; Workshop mods are a separate community channelSteam store page / official launch announcement
Community Cheat Engine tableAvailable; updated Oct 28, 2026; 38 options; CE 7.4+; game version 100+Fearless Revolution thread
Third-party trainer packageAdvertised as "Mods v1.0"; listing says no anti-cheat bypassThird-party trainer page (community)
Multiplayer or co-opNot offered; Single-player listedSteam store page, captured Oct 30, 2026

One practical upside of that last row: because the game ships as a single-player experience, there's no multiplayer lobby to worry about when you experiment. The risks are local — your save file and your patience.

Practical Tips for Safe Tinkering

If you go the Cheat Engine route, a few details from the table author's own notes will save you time:

  • Back up saves first. Every edit happens in live memory, and a bad write can leave a run in a strange state.
  • Match versions. The table targets game version 100+. After a patch, check the thread for an updated file before assuming something is broken.
  • The game keeps running in the background. That means the Item Editor can display data for a different item than the one you're looking at. You can pause manually through Cheat Engine, or use the author's .bat helper placed next to globalgamemanagers inside \Probably Stolen_Data\ to force the game to pause when inactive.
  • Expect symbol slowdowns. The table disables Cheat Engine's "Synchronize symbols" option by default to avoid heavy symbol-cache stalls. You can re-enable it in CE's settings if you prefer.
  • Some headers are context-only. The StoreClient section only works while you're actually interacting with a customer.
  • Don't stack tools blindly. The author warns that the table leans heavily on MonoDataCollector, which can conflict with other mods — and states outright that he won't chase compatibility fixes.

The Limits: Patch Breakage and Conflicts

Community memory tables are version-sensitive by nature. The Fearless Revolution helper script even scans for Unity engine version strings from the 2021.3 and 2022.3 branches, which fits a Unity-built game and explains why a small patch can shift every address the table depends on. Official Workshop and API support does not make third-party cheat tables patch-stable, so those tools can still need updates after game patches.

There's also a philosophical limit. Cheat tables let you nudge cash, reputation, and spawn logic; they don't add new products, factions, or station layouts. That distinction is worth keeping in mind before you install three tools and wonder why the game still looks the same.

For now, the smart play is to treat unofficial tooling as a sandbox separate from your "real" run: keep a backup save, test one change at a time, and check the thread's last-updated date before you trust a table against a freshly patched build. The game's English-language review score sat at 97% positive from 904 reviews when the store page was captured on October 30, 2026 — a healthy sign that the base game holds up without any tweaking at all.

FAQ

**Is there official Probably Stolen Cyberpunk Shopkeeper Sim modding support? Yes. The official 1.0 launch announcement confirms Steam Workshop support, a modding API, and mod localization support.

Does the game have Steam Workshop integration? Yes. Steam's official Community hub exposes a Workshop, and the developer's launch announcement explicitly lists Steam Workshop support.

Are Cheat Engine tables the same thing as mods? Not really. Tables like the 38-option Fearless Revolution release edit values in a running game — cash, rent timers, reputation numbers. They don't add new content, and they break more easily after patches.

Will these tools keep working after updates? That's the main risk with unofficial tooling. Because the table was built for game version 100+, a patch can invalidate it until the author or another contributor updates the file.

Tweaking your dystopian storefront is a valid way to explore the design — just go in knowing what's supported and what's held together by community goodwill.